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Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 18:45
by 1v0ry_k1ng
bad idea, then people would farm cons instead of make solars :P

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:17
by BaNa
That and let the rezbots build DTs, metal extractors, and radar towers (or move the radar kbots to L1)
would be a very nice change to kbots indeed. I think the current round of buffs and this one addition may be all we need. Making conkbots significantly better would fuck up eco balance.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:23
by TheFatController
How about t1 mobile radar jammer kbots?

It would be inline with several recent changes that moved underused utility to t1 (ie Juno, Resbots etc) and give kbots something different.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:26
by pintle
TheFatController wrote:How about t1 mobile radar jammer kbots?

It would be inline with several recent changes that moved underused utility to t1 (ie Juno, Resbots etc) and give kbots something different to vehicles which get t1 mobile radar.
jamming at t1 means cloak dgun lols, or cloak capture lols, which are generally more lolzy.

@Bana there is no kbot/veh econ balance to screw up atm...

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:34
by Pxtl
There are T1 vehicle mobile radars? Whut? Also, I prefer that the static jammers be the only T1 jammers, personally.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:36
by TheFatController
Pxtl wrote:There are T1 vehicle mobile radars? Whut? Also, I prefer that the static jammers be the only T1 jammers, personally.
Oops you're right there arent.. I think I got mixed up with another mod and the fact that I included them in BA skirmish (I never make mobile radar myself :| )

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:45
by Pxtl
Most people don't, since long-ranged radars and jammers are so prevalent at L2 that mobile radar is rarely useful. At L1? Jammers are rare, and with a conbot that's too slow to get to the front-lines where he can plant radar towers, a mobile radar would be a life-saver.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 20:53
by imbaczek
imho kbots deserve an all-around speed buff in the lines of 10%, except scout bots (and zipper, obviously). i honestly can't see why they should be as slow as they are now.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 21:34
by 1v0ry_k1ng
TheFatController wrote:How about t1 mobile radar jammer kbots?

It would be inline with several recent changes that moved underused utility to t1 (ie Juno, Resbots etc) and give kbots something different.
how about just making their mainline raider units, the ak and peewee, cost less extortionate amounts of E + Bt in comparison to their metalcost, so they can be produced at somthing closer rate of m/tick as flash can early game

giving them more utility units is cool since kbots still have waay less build options than vehicles atm, but meh, core kbots really need a riot unit (not the outlaw, that model is fugly) because that lab is laaame

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 21:53
by ginekolog
@theFat:

Why o why are amphibs made useless again with their slow speed underwater? Even with full speed they were worse than hover but now they are useless. Please make them go 100% speed underwater so they will retain some (limited) use. Dont forget that AA kbots should move at decent speed underwater too..

ty.

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 21:58
by TheFatController
Hmm it takes a garpike the same amount of time to cross tabula v3, can you let me know id possible which units in particular are too slow under water now, cause the scripted speedboosts were non existant in places and of different speeds in others so there's probably some to be ironed out..

Re: Balanced Annihilation V6.85

Posted: 30 Mar 2009, 22:04
by darkdog
Pxtl wrote:
darkdog wrote:uhhh, is there anyway i can turn the " no unit wreck " mod option back on there?

i like the fixs you got there i really love the no AA chasing ground units
but the unit wrecks... totally ruins the game for me and my friends.
mostly because, sometimes one or two people always make huge hugee defenses, and i spam units, send hundreds of units, and they will never make it through >.> and, if i ever get to T3, banthas can walk over those destroyed units, but once the bantha blows up, they cannot walk over destroyed bantha metal.

TIA, if you can lemme know how to turn that option back on.
Honestly, this is gonna sound rough, but L2P. That wreckage is a farktonne of metal that you're ignoring and you should be making it your top priority to harvest. The only players who need no-wreck BA are players who play on speedmetal maps, and really, Speedmetal isn't BA.
well, maybe I should have mentioned, when I play with " FRIENDS "
we start with 10k metal. so, no we dont need that metal when units get destroyed, no we dont give each other build time, we attack each other right away like the big 8-8 games, and in those games yes, i do love the wreckage and it is needed, but when i play with only my friend in our 4v4's and stuff, the wreckage gets really annoying.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 05:05
by Lancefighter
Even with friends, the metal you are wasting in front of your defenses is rather valuble. 10k m is not enough to see you through the entire game, use all that metal.

Or if your not gonna use it for metal, use it for tanks! Ressurect them and make it into an even bigger fighting force.

even just a few t1 air cons will get rid of all that metal for you easily.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 05:19
by Pxtl
zacktly. With 10000 metal you can easily spare some for a squad of Rezbots or Conplanes.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 21:26
by Wisse
Don't ******* touch the kbots or you're gonna **** up the balance. Go play SA if you want better bots.
No radar, no jammer. Don't change anything.

If you're so desperate to fix something increase peewees LOS to match that of an AK. But that would be kinda huge buff for arm.

I discussed this with Basic ALOT.
I think bots shouldn't be able to match veh. They have different purpose. They're made to USE TERRAIN to their advantage. The only problem is that map makers don't consider this enough when making maps (apart from few guys). There's one more problem if you take noobs into account. Kbots are alot MORE MICRO DEPENDENT, which is actually a huge poroblem for 95% of spring community. That doesn't mean you need to dumb down the mod. Just let ppl get better.

Bots will never be good on DSD but there are still shitloads of maps where they rock. But as pointed earlier, noone can/wants to micro, so they play maps where there's no need to.

Plz plz pzl no general bot buff. No T1 bot buff also. Maybe some T2 units deserve minor changes, but I wouldn't know that, cause I use T1 only.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 21:29
by Pxtl
If you want long LOS in Arm kbots, use fleas.

edit: @1v0ry_k1ng

If I've said it once, I've said it a thousand times: bring back the Immolator.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 21:38
by Wisse
ORLY
that's something new to me.

Flea gets killed instantly. It takes alot more of command time than AK.

Re: Balanced Annihilation V6.85

Posted: 31 Mar 2009, 23:35
by TheFatController
Wisse wrote:Don't ******* touch the kbots or you're gonna **** up the balance. Go play SA if you want better bots.
No radar, no jammer. Don't change anything.
No need to freak out this is a discussion thread. There's nothing wrong with considering all options, as long as only sensible changes get included in BA.

Re: Balanced Annihilation V6.85

Posted: 01 Apr 2009, 03:23
by pintle
Wisse wrote:Don't ******* touch the kbots or you're gonna **** up the balance. Go play SA if you want better bots.
No radar, no jammer. Don't change anything.

If you're so desperate to fix something increase peewees LOS to match that of an AK. But that would be kinda huge buff for arm.

I discussed this with Basic ALOT.
I think bots shouldn't be able to match veh. They have different purpose. They're made to USE TERRAIN to their advantage. The only problem is that map makers don't consider this enough when making maps (apart from few guys). There's one more problem if you take noobs into account. Kbots are alot MORE MICRO DEPENDENT, which is actually a huge poroblem for 95% of spring community. That doesn't mean you need to dumb down the mod. Just let ppl get better.

Bots will never be good on DSD but there are still shitloads of maps where they rock. But as pointed earlier, noone can/wants to micro, so they play maps where there's no need to.

Plz plz pzl no general bot buff. No T1 bot buff also. Maybe some T2 units deserve minor changes, but I wouldn't know that, cause I use T1 only.
lulwut? why the hell should pw/ak be much more expensive than flash/gator? what possible positive impact on balance can this have? *Even if* pw/ak/gator/flash were roughly equal, missile trucks, leveller/janus, and stumpy/raider would make veh much much better on flat maps anyway.

Fixing costs on a unit is in no way whatsoever dumbing down the mod...

Re: Balanced Annihilation V6.85

Posted: 01 Apr 2009, 06:27
by Raptor
TheFatController wrote:
Changelog 6.84 --> 6.85 wrote: - Jeffy and Wezel no longer do self damage.
Nice fix. :)

But are you aware that scout ships still suicide? Easy to reproduce on shipyards, harder on con ships and other stuff. (Though it does happen - today my skeeter was down to 60% before the conship even started recycling.)

With real effort I can even make a corvette go emo on a shipyard.